Im trying to make figure out some dos and donts for uv mapping. I have a branch that is thin and long and it needs to be uvmapped. Should I prefer less cuts , wasted uv space with more distortion or more cuts that cover the entire uv space with less distortion ?
My guess is: with the second option I will get more texel density because it cover more of the space. but I also heard that if uv island are too close to each other and you set the graphic quality to low, you will start to see uv seams. this is a small assets so its not very noticible but What if it was a bigger asset ? which option would you prefer ?
This might be a no brainer for you guys but im fairly new to uv mapping.